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ShawLOL posted a topic in General Discussion ArchiveHow do i upgrade the engine of apb by myself?
Clan system overhaulIntro Hello! This time I will talk about clan system, hope you will enjoy/find something interesting in my rumbling. As it now clan system is too simple and goes around " Create a name, invite someone and thats it ", sounds bland right? Soo my idea is clans should have " tiers " and perks. But lets start with " prelude ", as you probably know by now, i have a bit of a " vendetta " against " duplicated " rooms in social and I want to give it more " life " and meaning. Soo lets rework room on left side of social, on the first floor right under " Presitgue " clothing zone. It will hold a name of Organization HQ, where you can do every administration aspect of your " clan, guild, organization. Whatever you prefer to call it. ", access guild vendor( will talk about it later ) and see " corner of fame " for high ranked organizations( will talk about it later as well ) You create initial clan by same means as now and it will be tier 0. Basically what we have right now, you create a name and invite people, tier 0 clan will not give anything to you and your members, its basically something like permanent group chat for friends. In order to advance it to actual " clan " you need to go in Organization HQ in social and register your clan into organization, unlocking all the systems and progression. Registration fee should cost cash, probably even hefty amount of it ( My idea would be something around 1-5 mill ), since it then will achieve two goals, first being lower amount of cash for players " helps with inflation and by now most of the people have ton of cash " and second limit the amount of " troll " clans. And well extra reason, clans will hold a value now. So as you register your clan in HQ and it will become tier 1 and progression system will be unlocked, basically clan will have " exp " bar and lets call it something like " Respect/Fame " in other words your clan goes on path to become something as big as NPC factions like Praetorians, Prentiss Tigers, Blood Roses, G-Kings. Progression in tiers You will earn " respect " when you members play game normally, meaning after each mission clan will get small portion of exp. Meaning that in order to progress your clan you need active members and not having your clan just as " place holder " for secondary characters. In order to avoid high skill clans to " farm " clan exp with easy wins on low skilled enemies, we can also implement a system where if its clan team of gold they will receive clan exp on 100% on gold district, 50% on silver district and 0 on bronze district. So basically if you detreat and get access to bronze you will be getting less and less if not zero clan exp. Also tiers after tier 1 will have benefits of their own. As I really don`t want any " combat " related ones, since it will create actual unbalance between being in top and low tier clans, we should avoid stuff like that. In my opinion benefits such as increased exp-cash if played as a clan, discounts, unique items in clan vendor( will talk about it later ), titles and other stuff that doesn't affect balance. Example: Tier 1 - Title, unique armband( With flat side, so clan logo could be placed perfectly ), clan theme( Will discuss this later ). Tier 2 - Increasing standing reward for each clan member in group by 1% Tier 3 - Increasing cash reward for each clan member in group by 1% Tier 4 - Access to clan vault Tier 5 - Access to clan vendor Tier 6 - Discount 5% in vendors Tier 7 - Increasing standing reward for each clan member in group by 2% Tier 8 - Increasing cash reward for each clan member in group by 2% Tier 9 - Access to clan vendor tier 2 items Tier 10 - Discount 10% in vendors And so on. Well I guess, you get an idea what I mean. ( Actual benefits should be discussed with balancing team i think. I just gave an example on what I meant ) Roles and Hierarchy A simple leader, officer and member is rather limited, since mostly clan have a lot more then that. They should be expanded and customized by leader/second in command/officers. Example: Leader Sub-Leader Captain Lieutenant Member Rookie Where leader decides what each role can do and what cannot. Basically when you open role management tab in clan window, you as a leader can check and uncheck limits of each role rights. Such as access to clan vault, who can invite, who can manage roles below them, who can kick and etc. For full customization may even let leader to create and name roles. Clan Vendor and Vault Lets start with a clan vault. As I briefly mentioned in " Bank of San Paro " vault would be able to hold any " tradable " item, where leaders can set what role can deposit/take items from it, same as how many items per day. If clan has symbols, outfits, it can be put there instead of constantly duplicating hassle for clan designer and less struggle for members to " hunt " down clan designer if they need something. Also as members " contribute " to leveling and other clan activities( this will be talked about later ) they will accumulate " points ", think about it as DKP system. Example what you can do with points - leader puts legendary gun from his inventory into clan vault and sets its price in points, so members can see it and have a extra motivation to be active and useful to a clan. ( Also helps to track active players ). Well, nothing that else can be said about vault, since its just a bank after all. Now lets talk about clan vendor. Vendor will set unique themed items, such as weapon reskins, skins, clothing, unique car versions( preset car with unique visual mods or maybe even unique inner mods, like change honk to clan theme and etc ) and consumables( So we can finely move them out of random reward for missions, haha? ) available only through this vendor. In my opinion this will give extra motivation for people to socialize by joining in active clans. Also for the sake of balance, all items in this vendor could be " time " based, so we would not have people who joined an active clan, bough stuff and left. Ranked System Naturally comes that if when clan requires active members, there will be competition involved. So whats is easiest way for non-clan and newbies to find most active clans to join? Simplest would be implement leaderboard. So it will reflect clan member count, clan tier, their overall member rank( color ). Probably you have a question right now as " But wait, that`s not enough to determin what place a clan would have " and you would be right. Leaderboard will also take into account win/lose ration in clan wars. I know Matt said they currently don`t want to implement new freeroam maps, since player base will be divided even more. And as much as I want new freeroam maps, i have to agree with this. But there still is a way to add something new. My idea is clan warzone, basically a map of medium size where you don`t fight as enf or crim but represent only your own clan in a "conquest" missions, think about it as castle/territory sieges in PvP based MMORPGS. So your clan will earn rank faster and other rewards( By that i mean after this activity you will be send a box with rewards via mail, something minor but still worthwhile, like joker tickets, cash and etc ) in achieving top places. This approach open creativity with mission creation, since everyone is an enemy. Example would probably like " King of a hill " and etc, hijack convoys and etc. Basically can be used a lot of ideas that were not suited for regular maps. Also this doesn't require big map like financial or waterfront and you can use any map of smaller size that you did not know where to implement ( if rumors that RTW had some prototypes were true that is ) and if you don`t have these, it doesn't need to be a big map either. But what about not dividing playerbase? Well, trick is..clan warzone will be open only on weekends( Or even once a month ) for clan to fight for leaderboard and fame. _______________________ Well, I have nothing regarding this topic left in my current state of mind. The only thing I need to point out is next topic/suggestion will be regarding cars and there going to be some money sinks in it, so all cash increases from clan system will balance out. Probably.
Something you Hope Will get better with the New upgrade comeing?
What are you excited for?
Trivirium posted a topic in General Discussion ArchiveSimply put, what are you most excited for coming into the new year? 3.5 is being hyped by all the silvers lately so I figured I'd ask the community what they've been missing that's perhaps being reintroduced with the engine update. Personally I'm hoping bullet tracers make a comeback, I think it'd be really fun to see what Asylum would look like with all those stories of floors exchanging fire. That and better graphics but in all honesty I've never had an issue with the graphics the way they are now. Two "new" contacts (arguably old because they're reused files just being put back into the game). Are making their way in after 3.5 as well. I wonder if we'll see that R300 make a comeback as well? I dunno, what I genuinely hope for is that it'll be good. Whatever this engine update brings let it be a bigger community, this game has a lot of potential and at the end of the day when I ask myself "I'm bored, what do I want to do?" I want APB to be that answer, at least as long as it's here. Here's to hoping for a half decent 2019!
What else will the Engine update bring?
Lokislav posted a topic in General Discussion ArchiveThis is more of a question directly posed to the devs, since I don't think any of us from the community has seen the code changes. Q1: Apart from the shown shadows/shaders facelift, will the game bring improved physics and other things, such as an increased spawn distance + more pedestrians to give the city some more life? (since optimized code should strain the servers less) Q2: Are there going to be any additions that G1 had done but didn't/couldn't finish? EDIT: I understand that it's about upgrading the code into the new engine version to make it more workable with, however my question is that whether along those lines, if during those long years of development hell there were some projects/improvements that were meant to be released with the update/upgrade.
Fine tune'sSo you know how theres econemy cars (low cost to spawn but shit) and like meta cars pioneer/vegas/espacio and all inbetween what if you could tune all your cars not to make it OP the meta vehicles end game vehicles if you will are already maxed tuned and you can detune or whatever making its stats weaker and reducing spawn cost, $100 mid tier there half there potential and $50 they're at there weakest so they can be fine tuned the most so potentially anything can be used in the end, how'd they implement it maybe slide bars bricks point systems for examplee i really love the fresno but its weak af but if i fine tune it whether that being improving acceleration max speed or hitpoints and hitting its max then itll cost $150 and i dont mean max every stat i mean you get a limited amount of changes